These systems are IMMATURE. They are not only not worthy of production code but they are not worthy of hobby coding. They are to use a technical term... toys. They are a good idea that is under development and will not be ready for productive use until they have matured.
Why do I bother making what should be a bleedingly obvious comment? Firstly, cause I am sick of the endless spew of new coding stuff and secondly because its clearly not obvious to others. Oh and I'm forcing myself to articulate it because it helps crystallize my thoughts.
So what do I mean by mature? OK. I'll state it up front and then support it rather than trying to build it via subtle and cleaver arguments.... (Never really works anyway)
*** A MATURE PROGRAMMING ENVIRONMENT HELPS THE PROGRAMMER BE EFFECTIVE ***
Yeah? And.... like how?
1. A stable language feature set
2. A state of the art IDE or language support in your favorite text editor
3. Comprehensive RICH support for the major aspects of development (develop, test, deploy, maintain)
4. Has tools to extend the programmer via automation. (Debuggers, Static Analysis, formatters, document extraction, profiling, code generators, macros, Refactoring, GUI Designers, test frameworks and runners)
5. Has high level tools for managing complexity (various file/text/logic/structure views, flowcharts, models etc)
6. Integration with a STABLE ecosystem of components (databases, media libraries, GUI systems)
7. Has a rich knowledge base with both breadth and depth on both core competencies and application to more exotic projects.
8. Has systems of support. (No man is an island... shoulders of Giants etc) Forums, discussions, communities where solutions can be found in a timely fashion.
9. Comprehensive documentation for the tools.
10. Is integrated ( or can be integrated ) into a robust workflow that can be packed up for storage and reopened when needed.
Without getting into stupid methodology arguments, I think these aspects make for an environment that gives the working programmer the best chance of getting from A to B with a project in the most effective way. I'm not talking about the self enrichment that comes from tackling something unknown or hard or only working in assembler or any other side effect of programming. I'm talking about getting a job done effectively so you can get on to the next thing/problem/job/stage whatever. I get that many people enjoy programming and fiddling and wish it would never end. I have those moments and its easy to waste time for little real progress. (Refactoring should be stored in a locked cabinet with the other dangerous drugs...) I'm talking about getting a specific, bounded job "done" efficiently. (I may be strange in that I am rarely working on a single project at a time, usually there are half a dozen or more in the air at any time in a couple of languages with their own domain issues, so I see patterns develop.)
This then becomes a "how long is a piece of string" discussion about what "efficiently" means. Well it means the system works, satisfies the criteria I have agreed too, will not embarrass me when its reviewed and will not be a pain in the ass when I inevitably have to come back to it and make some changes.
So what’s with the MATURE shit? Well it goes like this... a software system is an investment... it has costs to create and hopefully will return value to someone in its use, not just its creation. It has a life cycle and some sort of diminishing returns curve. It also potentially has ways to extend its value (maintenance). If you can conceptualise of software this way, then the economics of the tool set used to create it are an important variable in the value model. Not that hard if you're used to building any financial models or doing basic cost benefit analysis.
So the initial outlay cost of the tools is a fixed amount, but the cost of using the tools is a variable amount, dependent upon both the task its being used for (difficulty) and the time the task takes. These two will probably have an exponential relationship; simply meaning that the harder the job, the longer it takes. However time is a linear constant, so its will probably not vary too much unless you have an unlimited number of people to throw at the job...(Mythical man month anyone?)
These two variable costs are the ones that make this model suck hardest; but also identify the issues to attack for the maximum gains. (Has anyone profiled the actual activity of programming? I 've certainly tried.)
The time variable can be fiddled with a little but has a ceiling. There is only so much work you can get out of someone in a given time period and adding more people has a diminishing return... so it has some pretty hard limits from the people side of the equation. However... if the tools have an effect on time... then.... ah... you see the point... if you tools are throttling the activity of the people then you are tool bound.... better tools could potentially allow them to reach their maximum productivity.
The other variable is difficulty, which can manifest in all sorts of ways. Difficulty from the platform, from weird API's, from crappy third party support, from ugly documentation, from missing language features, from having to write and test the same boilerplate code over and over again... The point however is that within the activity of programming itself there are only two states... the first is where you are making forward progress toward the project goals(State A) and the other where you are stalled or going backward (State B). In state B, you are burning time and resources for no gain. These situations can't always be avoided... or could they?
There can be a bit of grey between these two states but forcing myself to make a call between state A or state B can clarify the situation in my own head.
Anyway, so after a brief look at my personal economics philosophy I get back to mature programming environments and how it all relates.
The key point is that a mature programming environment has been optimised to reduce the cost in time and the multiplying effect of complexity/difficulty. This optimising never quite ends but there is a distinction between a well developed, mature environment and the solutions available for a "new" language/tool set.
The thought exercise I always use is to conceptualise a couple of projects, the first is a one-off throw away data solution for a project for a single user of maybe 1kloc, then a simple experiment package of say about 10kloc for a couple of researchers, the next is a more developed multi-part tool set for working with motion capture data of about 70kloc for both internal and external users, the last is a larger package with more history, a huge library of resources, multiple generations in service at once and large body of users of about 750kloc. I mentally try to apply a prospective tool set/language to each of these projects and see if I can imagine using that tool set productively on the projects.
Honestly, most of the languages and tool sets I see talked up fail before the first hurdle. They're not even worth considering for a tiny throw-away project. Why not? Because their initial setup and investment in the tools is massive in comparison to the time spent on the productive project work! It takes time to find and assemble all the bits and update to the latest builds and scrounge enough information to build a GUI and you need to hand code everything without any useful samples... etc. Why bother? For larger projects the initial cost is much less significant, but the other issues start to come into play. How well integrated is the tool set? Will it build with a single button click, will it deploy iteratively, can I build various types of tests (unit, integration, GUI?) Etc. How does the tool chain scale? How does it manage complexity and extend the limits of the human brain? Can it graphically express code structures, does it support static analysis tools, are there profilers, debuggers, code formatters, documentation systems, code generators and an API for building your own tools against the exiting toolset. Is there a macro system for the tools?
These are basic features that a working programmer should expect. But so often are lacking.
As such, there are very few systems that can conceivably be described as mature. There are a lot that are moving in that direction and there are an infinite slew that is much closer to toys....
I'm just tired of the illiterate fanboy’s who get lost in the excitement of a shiny new toy without realizing that its got such a long hard way to go before its grown up enough to be a serious contender for anything. That probably makes me seem quite dated.....
I must build a table of all the contenders one day... Wikipedia maybe....